[Piglit] [PATCH] glsl-1.10: test unrolling of loops with various control flow
Timothy Arceri
timothy.arceri at collabora.com
Thu Dec 22 00:41:44 UTC 2016
---
...omplex-unroll-cf-before-terminators.shader_test | 56 ++++++++++++++++++++
...complex-unroll-cf-inside-terminator.shader_test | 61 ++++++++++++++++++++++
...-simple-unroll-cf-inside-terminator.shader_test | 60 +++++++++++++++++++++
3 files changed, 177 insertions(+)
create mode 100644 tests/spec/glsl-1.10/execution/vs-loop-complex-unroll-cf-before-terminators.shader_test
create mode 100644 tests/spec/glsl-1.10/execution/vs-loop-complex-unroll-cf-inside-terminator.shader_test
create mode 100644 tests/spec/glsl-1.10/execution/vs-loop-simple-unroll-cf-inside-terminator.shader_test
diff --git a/tests/spec/glsl-1.10/execution/vs-loop-complex-unroll-cf-before-terminators.shader_test b/tests/spec/glsl-1.10/execution/vs-loop-complex-unroll-cf-before-terminators.shader_test
new file mode 100644
index 0000000..114f006
--- /dev/null
+++ b/tests/spec/glsl-1.10/execution/vs-loop-complex-unroll-cf-before-terminators.shader_test
@@ -0,0 +1,56 @@
+# This tests unrolling of a loop with two exit point where the trip count
+# of one of the exits is known and the other unknown (loop_count uniform).
+#
+# Here we test that control flow that comes before the terminators is properly
+# inserted into the unrolled loop.
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+uniform int a;
+
+void main()
+{
+ gl_Position = gl_Vertex;
+
+ vec4 colour = vec4(1.0, 0.0, 0.0, 1.0);
+
+ int i = 0;
+ int j = 0;
+ do {
+ if (i == 2) {
+ colour = vec4(0.0, 0.0, 1.0, 1.0);
+ j++; // we use this so the if doesn't get reduced to a series of bcsel
+ } else {
+ colour = vec4(0.0, 1.0, 0.0, 1.0);
+ }
+
+ i++;
+ j++;
+
+ if (i >= 3) {
+ if (j != 4)
+ colour = vec4(1.0, 0.0, 0.0, 1.0);
+ break;
+ }
+ } while (a == 1);
+
+ gl_FrontColor = colour;
+}
+
+[fragment shader]
+void main()
+{
+ gl_FragColor = gl_Color;
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+
+uniform int a 0
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 1.0
+
+uniform int a 1
+draw rect -1 -1 2 2
+probe all rgba 0.0 0.0 1.0 1.0
diff --git a/tests/spec/glsl-1.10/execution/vs-loop-complex-unroll-cf-inside-terminator.shader_test b/tests/spec/glsl-1.10/execution/vs-loop-complex-unroll-cf-inside-terminator.shader_test
new file mode 100644
index 0000000..86e5840
--- /dev/null
+++ b/tests/spec/glsl-1.10/execution/vs-loop-complex-unroll-cf-inside-terminator.shader_test
@@ -0,0 +1,61 @@
+# This tests unrolling of a loop with two exit point where the trip count
+# of one of the exits is known and the other unknown (loop_count uniform).
+#
+# Here we test that control flow nested inside the limiting terminator is
+# correctly unrolled.
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+uniform int a;
+
+void main()
+{
+ gl_Position = gl_Vertex;
+
+ vec4 colour = vec4(1.0, 0.0, 0.0, 1.0);
+
+ int i = 0;
+ int j = 0;
+ do {
+ i++;
+ j++;
+
+ if (i >= 3) {
+ if (i == 3) {
+ colour = vec4(0.0, 0.0, 1.0, 1.0);
+ j++; // we use this so the if doesn't get reduced to a series of bcsel
+ if (j != 5)
+ colour = vec4(1.0, 0.0, 0.0, 1.0);
+ } else {
+ colour = vec4(1.0, 0.0, 0.0, 1.0);
+ }
+ break;
+ } else {
+ if (i != 1) {
+ j++;
+ } else {
+ colour = vec4(0.0, 1.0, 0.0, 1.0);
+ }
+ }
+ } while (a == 1);
+
+ gl_FrontColor = colour;
+}
+
+[fragment shader]
+void main()
+{
+ gl_FragColor = gl_Color;
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+
+uniform int a 0
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 1.0
+
+uniform int a 1
+draw rect -1 -1 2 2
+probe all rgba 0.0 0.0 1.0 1.0
diff --git a/tests/spec/glsl-1.10/execution/vs-loop-simple-unroll-cf-inside-terminator.shader_test b/tests/spec/glsl-1.10/execution/vs-loop-simple-unroll-cf-inside-terminator.shader_test
new file mode 100644
index 0000000..182e656
--- /dev/null
+++ b/tests/spec/glsl-1.10/execution/vs-loop-simple-unroll-cf-inside-terminator.shader_test
@@ -0,0 +1,60 @@
+# This tests unrolling of a loop with a single exit point.
+#
+# Here we test that control flow nested inside the limiting terminator is
+# correctly unrolled.
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+void main()
+{
+ gl_Position = gl_Vertex;
+
+ vec4 colour = vec4(1.0, 0.0, 0.0, 1.0);
+
+ int i = 0;
+ int j = 0; // we use this so the if doesn't get reduced to a series of bcsel
+ do {
+ i++;
+ j++;
+
+ if (i >= 3) {
+ if (i == 3) {
+ colour = vec4(0.0, 1.0, 0.0, 1.0);
+ j++;
+ if (j != 6)
+ colour = vec4(1.0, 0.0, 1.0, 1.0);
+ } else {
+ colour = vec4(1.0, 1.0, 0.0, 1.0);
+ }
+ break;
+ } else {
+ if (i != 1) {
+ j++;
+ }
+ }
+
+ if (i >= 5) {
+ j++; // unreachable
+ break;
+ } else {
+ if (i != 1) {
+ j++;
+ }
+ }
+ } while (i < 4);
+
+ gl_FrontColor = colour;
+}
+
+[fragment shader]
+void main()
+{
+ gl_FragColor = gl_Color;
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 1.0
--
2.9.3
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